You subtract five yards from a fall automatically (treat this as an automatic Acrobatics success, don’t check again for it). In addition, a successful DX roll halves damage from any fall.

Charisma 1

+1 on all reaction rolls made by sapient beings with whom you actively interact (converse, lecture, etc.); +1 to Influence rolls (see Influence Rolls, p. 359); and +1 to Fortune-Telling, Leadership, Panhandling, and Public Speaking skills.

Combat Reflexes

You get +1 to all active defense rolls, +1 to Fast-Draw skill, and +2 to Fright Checks. You never “freeze” in a surprise situation, and get +6 on all IQ rolls to wake up, or to recover from surprise or mental “stun.” Your side gets +1 on initiative rolls to avoid a surprise attack, +2 if you are the leader.

Danger Sense

The GM rolls once against your Perception, secretly, in any situation involving an ambush, impending disaster, or similar hazard. On a success, you get enough of a warning that you can take action.
A roll of 3 or 4 means you get a little detail as to the nature of the danger.

Daredevil

Any time you take an unnecessary risk (in the GM’s opinion), you get a +1 to all skill rolls. Furthermore, you may reroll any critical failure that occurs during such high-risk behavior.

Enhanced Dodge

You have +1 to your Dodge score.

Enhanced Parry

You have +1 to your Parry score for bare hands.

Fit

You get +1 to all HT rolls (to stay conscious, avoid death, resist disease or poison, etc.). You also recover FP at twice the normal rate.

Flexibility

You get +3 on Climbing rolls; on Escape rolls to get free of ropes, handcuffs, and similar restraints; on Erotic Art skill; and on all attempts to break free in close combat. You may ignore up to -3 in penalties for working in close quarters (including many Explosives and Mechanic rolls).

Perfect Balance

You can always keep your footing, no matter how narrow the walking surface, under normal conditions. This lets you walk along a tightrope, ledge, tree limb, or other anchored surface without having to make a die roll. If the surface is wet, slippery, or unstable, you get +6 on all rolls to keep your feet. In combat, you get +4 to DX and DX-based skill rolls to keep your feet or avoid being
knocked down. Finally, you get +1 to Acrobatics, Climbing, and Piloting skills.

Talent (outdoorsman)

+1 with Camouflage, Naturalist, Navigation, Survival, and Tracking. Reaction bonus: explorers, nature lovers, and the like. A bonus of +1 on all reaction rolls made by anyone in a position to notice your Talent, if he would be impressed by your aptitude (GM’s judgment).

Talent (smooth operator)

+1 with Acting, Detect Lies, Diplomacy, Fast-Talk, Intimidation, Mimicry, Savoir-Faire, Sex Appeal, and Streetwise. Reaction bonus: con artists, politicians, salesmen, etc; but only if you are not trying to manipulate them. A bonus of +1 on all reaction rolls made by anyone in a position to notice your Talent, if he would be impressed by your aptitude (GM’s judgment).

Trained by a Master

you have half the usual penalty to make a Rapid Strike, or to parry more than once per turn. These benefits apply to all your unarmed combat skills (Judo, Karate, etc.) and Melee Weapon skills.

Disadvantages

Alcoholism

Code of Honor (Gentleman’s)

Compulsive Gambling (12)

Curious (6)

Impulsiveness (12)

Lecherousness (6)

Overconfidence (12)

Pacifism (Cannot Harm Innocents)

Secret (Professional Spy)

Sense of Duty (Comrades)

Workaholic

Skills

Level

Difficulty

Effect

Acrobatics

?

Hard

Each trick requires a separate skill roll, at whatever penalties the GM sees fit. If you are performing stunts on a moving vehicle or mount, roll against the lower of Acrobatics and the appropriate Driving or Riding skill. You may substitute an Acrobatics roll for a DX roll in any attempt to jump, roll, avoid falling down, etc. As well, you may attempt an Acrobatic Dodge in combat – a jump or roll that avoids an attack in a flashy way. Finally, a successful Acrobatics roll will reduce the effective distance of any fall by five yards.

Armoury/TL 8 (?)

?

Average

A successful roll lets you find a problem, if it isn’t obvious; a second roll lets you repair it. Time required is up to the GM.

Blind Fighting

?

Very Hard

A successful roll allows one melee attack or active defense without any penalties for lighting (even total darkness), blindness (temporary or permanent), or an invisible foe. However, attacks made in total darkness, while blind, or against invisible enemies have an extra -2 to target specific hit locations. An opponent who knows you possess this ability can foil it by winning a Quick Contest of Stealth-4 vs. your Blind Fighting each turn. If he wins, you cannot detect him. However, Invisibility Art (p. 202) never works on you; it is completely useless against this skill. Background noise gives a penalty: -1 for rain, -2 for heavy rain or a storm, -3 for a crowded, noisy area or heavy machinery, -4 for a full football stadium, or -5 in the middle of an artillery barrage. If you cannot hear at all, the roll is at -7, but you may still attempt a roll, as the skill is not completely based on hearing.

Boating/TL 8 (?)

?

Average

Make a roll to get underway, to dock, and whenever you encounter a hazard. If using this skill at default, also roll when you first enter the boat – to avoid falling in the water. -2 for an unfamiliar boat within your specialty (e.g., a kayak when you’re used to a rowboat); -3 or worse for foul weather, navigational hazards, etc.

Body Language

?

Average

You can use it like the Empathy advantage or Detect Lies skill, but only on a subject you can see. You can also use it to get a rough idea of what a party member is doing or about to do in a situation where he cannot communicate with you directly. You can only observe one subject at a time.

Boxing

?

Average

Boxing improves damage: if you know Brawling at DX+1, add +1 per die to basic thrust damage when you calculate punching damage. When you defend with bare hands, Boxing allows you to parry two different attacks per turn, one with each hand. Your Parry score is (skill/2) + 3, rounded down. Boxing parries are at -2 vs. kicks and -3 vs. weapons other than thrusting attacks. Boxing also gives an improved retreating bonus when you parry.

Brawling

?

Easy

Roll against Brawling to hit with a punch, or Brawling-2 to hit with a kick. Brawling improves damage: if you know Brawling at DX+2 level or better, add +1 per die to basic thrust damage when you calculate damage with Brawling attacks – punches, kicks, claws, bites, etc. When you defend with bare hands, Brawling allows you to parry two different attacks per turn, one with each hand. Your Parry score is (skill/2) + 3, rounded down. Brawling parries are at -3 vs.

Camouflage

?

Easy

To see through your camouflage, an observer must win a Quick Contest of Vision or Observation skill vs. your Camouflage skill. Depending on the circumstances, successful camouflage might hide its subject entirely or merely blur its outlines to make it harder to hit (-1 to attacker’s skill). Camouflage will not improve your Stealth roll, but if you fail a Stealth roll while camouflaged, those who heard you must still see through your camouflage to see you. Equipment modifiers. Apply a penalty equal to the Size Modifier of a large object (e.g., -5 for a tank with SM +5).

Cartography

?

Average

This is the ability to create and interpret maps and charts. Roll against this skill to map any location as you move through it.

Climbing

?

Average

This is the ability to climb mountains, rock walls, trees, the sides of buildings, etc. +3 for Flexibility; +1 for Perfect Balance; a penalty equal to encumbrance level (e.g., -1 for Light encumbrance).

Computer Operation/TL 8

?

Easy

This is the ability to use a computer: call up data, run programs, play games, etc. It is the only computer skill needed by most end users. -2 or more for an unfamiliar computer, operating system, or program.

Criminology/TL 8

?

Average

This is the study of crime and the criminal mind. A successful skill roll allows you to find and interpret clues, guess how criminals might behave, etc. Though this skill does not actually default to Streetwise, the GM might allow a Streetwise roll instead in certain situations – especially to predict or outguess a criminal.

Current Affairs (?)

?

Easy

On a successful Current Affairs roll, the GM will inform you of any news within your specialty that pertains to the current adventure (possibly including clues, on a good roll) or give you a small skill bonus (e.g., a success on Current Affairs (Sports) might give +1 to Gambling skill when betting on a boxing match). Modifiers: -1 per day that you have been unable to access news media; -3 if you only have one source; +1 or more for “inside” access to the news (a subscription to an ordinary wire service is worth +1, while a job at an intelligence agency might give +3 or more).

Cryptography

?

Hard

Treat an attempt to break an unknown code as a Quick Contest of Cryptography skill between the codebreaker and code-maker. The codebreaker must win to break the code. Repeated attempts are possible, but each attempt takes a day. The codemaker rolls only once, when he first creates the code. A computer with appropriate software gives a bonus. +1 for a home computer, +2 for a minicomputer, +3 or +4 for a mainframe, and +5 or more for a supercomputer. The code-breaker is at +5 if he has a sample of the code with translation, and -5 if the message to be decoded is shorter than 25 words. The codemaker receives a bonus for the time taken to create the code. Consult the Size and Speed/Range Table, look up the time in days in the Range/Speed column (substituting “days” for “yards”), and use the corresponding bonus.

Dancing

?

Average

This is the ability to perform dances appropriate to your own culture, and to learn new dances quickly. Cultural Familiarity modifiers; -5 if the dance is unfamiliar (a dance is familiar once you have successfully performed it three times).

Detect Lies

?

Hard

When you ask to use this skill, the GM rolls a Quick Contest of your Detect Lies skill vs. your subject’s IQ (or Fast-Talk or Acting skill). If you win, the GM tells you whether the subject is lying. If you lose, the GM may lie to you about whether you were lied to; or just say, “You can’t tell.” +4 if your subject is Easy to Read. If the subject is of a different species, the GM may assess a penalty

Diagnosis/TL 8

?

Hard

A successful roll gives some information about the patient’s problem – limited to realistic knowledge for your tech level. It might not determine the exact problem (if the GM feels the cause is totally beyond your experience, for instance), but it always gives hints, rule out impossibilities, etc. Equipment modifiers; physiology modifiers; -5 for internal injuries; -5 or more for a rare disease.

Diplomacy

?

Hard

You may substitute a Diplomacy roll for any reaction roll in a noncombat situation, as described under Influence Rolls. Unlike other Influence skills, Diplomacy never gives a worse result than if you had tried an ordinary reaction roll. A successful roll also allows you to predict the possible outcome of a course of action when you are negotiating, or to choose the best approach to take.

Disguise

?

Average

A good disguise requires a Disguise roll and 30 minutes to an hour of preparation. Roll a Quick Contest of Disguise skill vs. the Perception of each person your disguise must fool. When combining Acting with Disguise (that is, when you must change your face and your personality), you need only make one roll for each person or group – but it must be the harder of the two rolls. Equipment modifiers. You are at -1 to -5 to disguise yourself as someone very different from you (GM’s discretion). Distinctive appearance also gives a penalty – see Build, Unnatural Features, and specific disadvantages (e.g., Hunchback) for details.

Diving Suit/TL 8

?

Average

Roll against Diving Suit skill to get into or out of your suit quickly. A successful roll halves the time required. To activate a specific subsystem of a suit, or to gauge whether a suit is in good repair, make an IQ based skill roll instead. When rolling against DX or any DX-based skill while suited up, use the lower of your Environment Suit skill and your actual skill level. The GM may require Swimming rolls to maneuver while wearing such a suit.

Driving/TL 8 (?)

?

Average

Make an IQ-based Driving roll for basic map reading, to diagnose simple malfunctions, or to recall rules of the road. -2 or more for bad driving conditions; -2 or more for a vehicle in bad repair; -2 for an unfamiliar control system (e.g., an automatic when you are used to a manual); -4 or more for a vehicle of an unfamiliar type within your specialty (e.g., a race car when you are used to stock cars).

Escape

?

Hard

The first attempt to escape takes one minute; each subsequent attempt takes 10 minutes. The GM may apply a penalty for particularly secure bonds. You suffer only half these penalties if you dislocate the restrained limb (usually an arm). This requires (20 – skill) minutes of concentration, minimum one minute and a Will roll. However, if you fail your Escape roll by 3 or more when dislocating a limb, the limb suffers 1d damage. On a critical failure, you automatically take enough damage to cripple the limb. +3 for Flexibility.

Expert Skill (?)

?

Hard

When answering factual questions on Military Science, you may substitute a roll against your Expert Skill for any IQ-based roll against any skill that has a default.

Fast-Draw (?)

?

Easy

A successful roll means you ready the weapon instantly. This does not count as a combat maneuver; you can use the weapon to attack on the same turn. On a failure, you ready your weapon normally but may do nothing else on your turn. A critical failure means you drop the weapon. The exact benefits depend on your weapon, but a successful roll always shaves at least one second off the reload time. For the Arrow and Ammo specialties, failure means you drop the arrow or bolt, or accidentally discard one round of ammunition. On a critical failure, you drop the entire quiver, powder horn, ammo box, magazine, etc.

Fast-Talk

?

Average

In any situation that calls for a reaction roll, you may make an Influence roll against Fast-Talk instead. Your approach and the plausibility of the story may further modify the roll, at the GM’s discretion.

Filch

?

Average

Roll against skill to shoplift, snatch documents off a desk, etc. If someone is actively watching the item you wish to snatch, you must win a Quick Contest of Filch vs. his Vision roll (or Observation skill) to perform the theft unnoticed. +3 if the light is dim; +3 if you have a confederate to distract attention.

Finance

?

Hard

A successful skill roll lets you broker a financial deal, raise capital for a new corporation, balance a budget, etc.

First Aid

?

Easy

Make a skill roll to halt bleeding, suck out poison, give artificial respiration to a drowning victim, etc. Unusual problems must be identified using Diagnosis skill first.

Forensics/TL 8

?

Hard

Some disciplines require other skills. For instance, a forensic pathologist performing an autopsy would roll against Surgery skill.

Forgery/TL 8

?

Hard

The time required to create a forgery ranges from days to weeks (GM decides). When you use a forged document, make your Forgery roll each time it is inspected – unless you roll a critical success on your first attempt. Failure means someone spots the forgery. +3 if you merely altered a genuine document; -5 if you did not have a sample to copy. The GM may also assign modifiers based on the severity of the inspection; a routine border check, for instance, would give a +5 bonus.

Gambling

?

Average

A successful Gambling roll can (among other things) tell you if a game is rigged, identify a fellow gambler in a group of strangers, or “estimate the odds” in any tricky situation. When you gamble against the house, make a skill roll (the GM will secretly modify this roll if the odds are poor.). When you gamble against someone else, roll a Regular Contest of Gambling until one of you wins. To spot a cheater, roll a Quick Contest of your Gambling or Vision roll, whichever is higher, vs. your opponent’s Sleight of Hand skill (for card or dice tricks) or IQ (for other kinds of cheating). +1 to +5 for familiarity with the game being played; -1 to -5 if the game is rigged against you; -3 for Killjoy, since you don’t care if you win or lose.

Gesture

?

Easy

A successful skill roll will let you convey one simple idea to another person, or understand one simple idea he is attempting to get across to you.

Guns/TL 8 (?)

?

Easy

Roll against Guns skill to hit your target. Make an IQ-based skill roll to take immediate action (e.g., eject a dud round), should your weapon fail. Going from one to the other gives you -2 for weapon type (12.7mm to 5.56mm), -2 for action (bolt-action to self-loader), and -2 for grip (bipod to hand-held), for a total of -6 to skill until you familiarize yourself with all the differences. -2 for an unfamiliar action (e.g., an automatic when you’re used to a revolver) or grip (e.g., a shoulder-fired antitank weapon when you’re used to a bipod), or for an unfamiliar weapon of a known type (e.g., a 5.56mm rifle when you are used to a 7.62mm rifle); -4 or more for a weapon in bad repair.

Holdout

?

Average

+4: A BB-sized jewel, a postage stamp; +3: A pea-sized jewel; +2: One lockpick, a huge jewel, a dime, a TL9+ computer disk, a letter; +1: A set of lockpicks, a silver dollar; 0: A TL8 floppy disk or CD, without case; -1: A dagger, a slingshot, the tiniest handgun or grenade; -2: An average handgun (e.g., a Luger), a grenade, a large knife; -3: A submachine gun, a shortsword, a short carbine; -4: A broadsword, an assault rifle; -5: A bastard sword, a battle rifle; -6: A crossbow, a heavy sniper rifle. Things that move or make noise give an additional -1 or more to skill. A Carmelite nun in full habit (+5 to skill) could conceal a bazooka or a battle-axe from an eyeball search. A Las Vegas showgirl in costume (-5 to skill) would have trouble hiding even a dagger. Full nudity is -7 to skill. Clothing designed specifically to hide things gives a bonus of up to +4. To spot a concealed item, roll a Quick Contest of Search skill vs. Holdout. Search defaults to Perception-5 if you haven’t studied it.

Intelligence Analysis/TL 8

?

Hard

The GM makes all Intelligence Analysis rolls in secret. On a success, he provides details about the significance and accuracy of your data, or insights into what it means in terms of enemy planning. When you encounter deliberately falsified data, the GM rolls a secret Quick Contest: your Intelligence Analysis vs. the enemy’s skill at disinformation (Forgery, Propaganda, etc.). If you win, the GM provides details on precisely what is wrong with the information. It is up to you to deduce what this means, however. -1 to -5 for incomplete information; -3 if all your information comes from a single source; -3 for intelligence concerning an arcane scientific or bureaucratic principle, unless you have skill in that area.

Interrogation

?

Average

Roll a Quick Contest of Interrogation vs. the prisoner’s Will for each question. This requires 5 minutes per question. If you win, you get a truthful answer. If you tie or lose, the victim remains silent or lies. If you lose by more than five points, he tells you a good, believable lie. -5 if the prisoner’s loyalty to his leader or cause is “Very Good” or “Excellent”; +2 for a lengthy interrogation (over two hours); +3 if you use severe threats; +6 if you use torture.

Intimidation

?

Average

You can substitute an Intimidation attempt for any reaction roll; see Influence Rolls. You cannot intimidate someone who has the Unfazeable advantage. If you rolled a critical success, or if the subject critically failed his Will roll, your victim must make a Fright Check in addition to the other results of the Influence roll. You may attempt to intimidate up to 25 people at once, at -1 to skill per five people (or fraction thereof) in the group. You can attempt a Quick Contest of Fast-Talk vs. the subject’s IQ before your Intimidation attempt in order to appear to be intimidating when you can’t back it up. If you win, you are at +3 on the subsequent Intimidation attempt. +1 to +4 for displays of strength, bloodthirstiness, or supernatural powers (GM’s judgment). The GM may assign a +1 or -1 for especially appropriate or clumsy dialog. Requests for aid are always at -3 or worse.

Judo

?

Hard

Judo allows you to parry two different attacks per turn, one with each hand. Your Parry score is (skill/2) + 3, rounded down. This parry is not at the usual -3 for parrying a weapon barehanded. In addition, Judo gives an improved retreating bonus when you parry. On the turn immediately after a successful Judo parry, you may attempt to throw your attacker if he is within one yard. This counts as an attack; roll vs. Judo skill to hit. (Note that in an All-Out Attack, you cannot attempt two throws, but you can make one attempt at +4.) Your foe may use any active defense – he can parry your hand with a weapon. If his defense fails, you throw him. When you throw a foe, he falls where you please. On a battle map, he lands in any two hexes near you. One of these hexes must be his starting hex, your hex, or any hex adjacent to one of those hexes. Your victim must roll against HT; a failed roll means he is stunned. If you throw him into someone else, that person must roll against the higher of ST+3 or DX+3 to avoid being knocked down. Finally, you may use your Judo skill instead of your DX for any DX roll made in close combat except to draw a weapon or drop a shield. If you grapple a foe using Judo, and he fails to break free, you may make a Judo attack to throw him on your next turn, exactly as if you had parried his attack. Because Judo relies heavily on footwork, all Judo rolls and Judo parries take a penalty equal to your encumbrance level.

Jumping

?

Easy

When you attempt a difficult jump, roll against the higher of Jumping or DX. In addition, you may use half your Jumping skill (round down) instead of Basic Move when calculating jumping distance.

Karate

?

Hard

Roll against Karate to hit with a punch (at no -4 for the “off” hand), or Karate-2 to hit with a kick. Karate improves damage: if you know Karate at DX level, add +1 per die to basic thrust damage when you calculate damage with Karate attacks: punches, kicks, elbow strikes, etc. Karate allows you to parry two different attacks per turn, one with each hand. Your Parry score is (skill/2) + 3, rounded down. This parry is not at the usual -3 for parrying a weapon barehanded. Because Karate relies heavily on footwork, all Karate attacks and parries take a penalty equal to your encumbrance level.

Knot-Tying

?

Easy

A successful skill roll lets you make a noose, tie someone up, etc. If you bind someone using this skill, he must win a Quick Contest of Escape vs. your Knot-Tying skill to free himself.

Law (?)

?

Hard

A successful roll lets you remember, deduce, or figure out the answer to a question about the law.

Linguistics

?

Hard

A successful skill roll lets you identify a language from a snatch of speech or writing. As well, make a skill roll once per month when learning a language without a teacher. On a success, you learn at full speed rather than at 1/4 speed.

Lip Reading

?

Average

You must be within seven yards, or have some means of bringing your point of view this close. A successful skill roll lets you make out one sentence of a discussion. If your subjects suspect that you can read lips, they can hide their mouths or subvocalize to thwart you. A critical failure on a Lip Reading roll – if you are where your victims could see you – means that you stared so much you were noticed.

Lockpicking/TL 8

?

Average

Each attempt requires one minute. If you make the roll and open the lock, each point by which you succeeded shaves five seconds off the required time. (Safecracking and similar challenges can take more time, at the GM’s discretion.) If the lock has a trap or alarm attached, you must make a separate Traps roll to circumvent it. -5 if working by touch (e.g., in total darkness). Inside information gives a bonus at GM’s discretion. If the GM requires a DX-based roll (for instance, to work with a particularly delicate mechanism).

Mathematics/TL 8 (?)

?

Hard

This gives you a theoretical understanding of encryption schemes, including how they change with TL and why some schemes are more effective than others. To create or break codes, use Cryptography skill.

Mimicry

?

Hard

This does not allow you to converse in a foreign language, but if you have heard it, you can reproduce the sound of it. If you are trying to mimic a specific person, roll at -3. Treat this roll as a Quick Contest vs. the IQ of anyone who knows the person mimicked well.

Navigation/TL 8 (?)

?

Average

A successful roll tells you where you are or lets you plot a course. +3 if you have a high-tech global positioning system or inertial compass; -5 (and no use of Astronomy default) if you lack hightech aids, the weather is bad, and the stars are hidden.

Observation

?

Average

You always use Observation from a distance. A successful skill roll lets you gather information that is not specifically hidden (case a bank for obvious cameras before a robbery, learn the schedule of sentries, estimate the size of a crowd, or gauge the strength of troops moving in the open.) The GM may require an Intelligence Analysis roll to interpret what you observe. To spot deliberately hidden details – e.g., someone trying to sneak up on you, an armed man hiding in the crowd, or a concealed machine-gun nest – you must win a Quick Contest of Observation skill vs. the Stealth, Shadowing, or Camouflage skill (as appropriate) of the other party. The GM should roll the Contest in secret. If your attempt fails, you get no details on an obvious item, or fail to spot a hidden one. On a critical failure, someone spots you and reacts poorly to the attention. -1 to -10 if the target is concealed by high-tech camouflage or “stealth” technology; +1 to +10 if you possess suitable surveillance devices (a thermograph to spot a concealed sniper, binoculars to observe troop movements, etc.) and succeed at the skill roll to operate them.

Parachuting/TL 8

?

Easy

Roll once per jump. Failure could mean anything from drifting off course to panic that makes you drop your gear (GM’s option). A critical failure means the chute did not open or was fatally fouled. For a jump under bad conditions, make a second roll on landing – for instance, to survive an “ankle-breaker” landing without injury, or to dodge trees on the way down. Make an IQ-based roll to pack a parachute. -2 if your body weight plus encumbrance exceeds your Basic Lift x 10.

Photography/TL8

?

Average

This is the ability to use a camera competently, use a darkroom (TL5+) or digital imaging software (TL8+), etc., and to produce recognizable and attractive photos. -3 for an unfamiliar camera; -3 for a motion-picture camera.

Physician/TL8

?

Hard

Make a skill roll to hasten natural recovery from injury (see Recovery, p. 423), and whenever the GM requires a roll to test general medical competence or knowledge. Apply physiology modifiers if your patient is of a different species from you. He can identify most drugs fairly easily (at -5 without laboratory facilities but +3 if he takes the risk of smelling/tasting the substance), but he cannot formulate them.

Pickpocket

?

Hard

If your victim is aware someone may try to pick his pocket, or if he is generally wary, you must win a Quick Contest of Pickpocket vs. the higher of his Perception or Streetwise skill. To outwit a third party who is watching you and the victim, you must win a Quick Contest of Pickpocket vs. the watcher’s Observation skill. +5 if the victim is distracted; +10 if he is asleep or drunk; up to -5 for goods in an inner pocket; and up to -10 for a ring or similar jewelry.

Psychology

?

Hard

Roll against skill to predict the general behavior of an individual or small group in a particular situation – especially a stressful situation. +3 if you know the subject well; +3 if the subject is of a known deviant personality type.

Research

?

Average

Roll against skill to find a useful piece of data in an appropriate place of research. At the GM’s option, when researching material connected with a “booklearned” skill such as Forensics, Literature, or Physics, you may roll against that skill at -2 instead, if that would be better than your Research skill or default.

Savoir-Faire (?)

?

Easy

A successful skill roll lets you interact without embarrassing yourself, detect pretenders to high standing, and so on. You may also substitute an Influence roll against Savoir-Faire for any reaction roll required in a social situation involving that subculture. Roll against skill whenever you must impersonate someone more than three Status levels away from your own. If your Status is negative and you are trying to pass yourself off as someone of Status 1+, or vice versa, this roll is at -2. +2 if you are of higher standing than those you are trying to impress, or -2 if you are of lower standing (“standing” might mean Rank, Status, skill level, or something else). +2 if you seem to have important friends.

Scuba/TL 8

?

Average

Roll when you first enter the water, and again every 30 minutes thereafter, to avoid inhaling water (treat as drowning). A successful roll also lets you spot problems with the equipment before you put it on. -2 to -4 for unfamiliar scuba rigs; e.g., closed-circuit gear when you’re used to open-circuit.

Seamanship/TL 8

?

Easy

Make a skill roll for basic map or chart reading, practical meteorology, or to recall laws and regulations that pertain to your vehicle. Make a DX-based skill roll whenever you take the helm – but note that your effective skill cannot exceed your captain’s Shiphandling skill. The average Crewman skill of an entire crew can be used as a measure of overall crew quality. The GM rolls against average skill whenever the vehicle arrives or departs, in unfavorable conditions, or in battle. Failure and critical failure results depend on the circumstances. The skill of operating anchors, hatches, mooring lines, pumps, sails, windlasses, etc. aboard a large surface ship.

Search

?

Average

The GM rolls once – in secret – per item of interest. For deliberately concealed items, this is a Quick Contest of your Search skill vs. the Holdout or Smuggling skill used to hide the item. If you fail, the GM simply says, “You found nothing.” If more than one person is searching, roll separately for each searcher. The GM should avoid unnecessary rolls. For instance, no human can get a sawed-off shotgun through a body search. Likewise, a knife or jewel simply cannot be found on a normally dressed person without an X-ray or skin search. In general, if the net bonus to the concealer’s Holdout roll is +3 or more, a skin search is required. If his Holdout is at -2 or worse for size, a skin search will automatically find the hidden item. +1 for a “pat-down” of an unresisting person (takes one minute), +3 for a thorough “skin search” of a person’s hair and clothing (takes three minutes), or +5 for a complete search, including body cavities (takes five minutes). On a successful Electronics Operation (Security) roll, specialized sensors – metal detectors, X-ray machines, etc. – give from +1 to +5 to find items they can detect.

Sex Appeal

?

Average

You may substitute an Influence roll against Sex Appeal for any reaction roll made by someone who is attracted to members of your sex. Usually, you may make only one attempt per “target,” although the GM might allow another attempt after a few weeks.

Shadowing

?

Average

Roll a Quick Contest every 10 minutes: your Shadowing vs. the subject’s Vision roll. If you lose, you lost the subject; if you lose by more than 5, you were seen. Once the subject is aware you are shadowing him, roll a Quick Contest every five minutes: your Shadowing skill vs. his Shadowing or Stealth skill. If he wins, he eludes you. If he loses by more than 5, he thinks he eluded you. If you critically fail, you lose him and follow the wrong person. Following someone in a vehicle is harder than shadowing on foot. Use the same rules, but you roll at -2. -3 if the subject knows you. If you belong to a visibly different race than most of the people around you, the penalty is up to the GM; it is never smaller in magnitude than the difference between your Size Modifier and that of those around you.

Smuggling

?

Average

Roll against skill to hide an item from casual inspection. In an active search, the searchers must win a Quick Contest of Search vs. your Smuggling skill to find the item. The difference between the Size Modifier of the package, vehicle, or room in which you are hiding the item and that of the item itself.

Stealth

?

Average

A successful roll lets you conceal yourself anywhere except in a totally bare room, or move so quietly that nobody will hear you, or follow someone without being noticed. If someone is specifically on the alert for intruders, the GM will roll a Quick Contest between your Stealth and the sentinel’s Perception. You can also use this skill to stalk game. A successful roll (and about 30 minutes) gets you within 30 yards of most animals. Another roll, at -5, gets you within 15 yards. A penalty equal to your encumbrance level. -5 to hide in an area without “natural” hiding places, or +3 or more if there are many hiding places. -5 to move silently if you are moving faster than Move 1. -5 to fool those with Discriminatory Smell.

Strategy (?)

?

Hard

A successful Strategy roll lets you deduce, in advance, enemy military plans unless another person with this skill leads them. In that case, the GM rolls a Quick Contest of Strategy. The amount of information gained depends on how well you roll (but not on the quality of the foe’s plans). If you fail an uncontested roll or lose a Quick Contest, the GM gives you false information. The units of another nation or tech level would give -1 or -2 at most (GM’s judgment), as long as you had accurate information about their capabilities.

Streetwise

?

Average

A successful Streetwise roll might let you learn (among other things) where any sort of illegal “action” is; which local cops or bureaucrats can be bought, and for how much; and how to contact the local underworld. You may substitute an Influence roll against Streetwise for any reaction roll made in an underworld or “bad neighborhood” situation. -3 if you are obviously a stranger in the area.

Survival (?)

?

Average

You may look after up to 10 other people. To live safely in a wilderness situation, you must make a successful Survival roll once per day. Failure inflicts 2d6-4 injury on you and anyone in your care; roll separately for each victim. A successful roll shows you the best direction of travel to find flowing water, a mountain pass, or whatever other terrain feature you desire; assuming that it exists. Finally, you can use this skill to trap wild animals. Make one roll per trap. It takes about 30 minutes to improvise a trap from ordinary materials, or 10 minutes to set and hide a commercial steel trap. Pit traps for large game take several hours to dig. Survival often requires skill rolls based on scores other than Perception. The GM might ask for a ST-based roll to dig a pit trap or erect a log shelter, a DX-based roll to start a fire using primitive techniques (flint sparking, bow and palette, etc.), or even a HTbased roll to avoid nutritional deficiencies from an improvised diet. Up to -5 for extreme weather conditions.

Swimming

?

Easy

Roll against the higher of Swimming or HT to avoid fatigue while swimming or injury due to aquatic misfortunes. When racing someone of equal water Move, roll a Quick Contest of Swimming to determine the winner.

Tracking

?

Average

Make a Tracking roll to pick up the trail, then roll periodically to avoid losing it. The frequency and difficulty of these rolls depend on the terrain. Jungle, Plains, or Woodlands, roll every 30 minutes; Arctic, Desert, Island/Beach, or Mountain, roll at -2 every 15 minutes; Swampland, roll at -4 every 5 minutes; Urban, roll at -6 every minute. You may also use this skill to cover your tracks. This doubles your travel time. A successful roll means you have hidden your tracks well enough that only someone else with this skill can see them. If another tracker follows you, the Tracking rolls above become Quick Contests of Tracking skill. If he loses any of the Contests, he loses your trail. -5 if the trail is more than a day old, or -10 if more than a week old. +3 if you are following a man, or +6 if following a group of men.

Tactics

?

Hard

When commanding a small unit, roll against Tactics to place your troops correctly for an ambush, know where to post sentries, etc. At the GM’s option, a successful roll might even provide clues as to immediate enemy plans. To outmaneuver enemy units, you must win a Quick Contest of Tactics with their leader. All of this only applies when you lead a group small enough that you can give each warrior orders personally or through at most one subordinate. Thus, radio and similar technologies can greatly enhance your command abilities. In personal combat, you may make a Tactics roll before the fight begins if you had any time to prepare. On a success, you start the fight in an advantageous position; behind cover or on higher ground, as determined by the GM. The better the roll, the greater your advantage. If you fail, or do not attempt a Tactics roll, you are in a random location (or one of the GM’s choosing) when combat begins. Even in an ambush or similar “surprise” situation, the GM will use the better of your Tactics skill and your Perception to see if you spotted the danger on time.

Urban Survival

?

Hard

A successful skill roll allows you to find clean rainwater; locate manholes from above or below; quickly locate building entrances, exits, stairwells, etc.; recognize and avoid physically dangerous areas, such as crumbling buildings; make and read city maps; find your way out of strange city areas; find a warm place to sleep outside in cold weather; and locate common types of buildings or businesses without asking anyone.

Bio:

Sebastian was born in Tangier, Morocco as the first and only child of a retired CIA special agent and the CEO of a privately owned security services provider, called Academi. Academi provides diplomatic security services to any government on a contractual basis. As an adult he is a brown eyed, brown haired Caucasian male, who weighs 200 pounds and is 6’ in height.

Sebastian is a special agent of Academi, working at the agency’s main headquarters in New York City. Sebastian is pompous, misogynist, egotistical, and attractive. Sebastian mainly comes off as extremely narcissistic, misogynistic, racist, suave, bumbling, inept, handsome, vain, and nasty. Sebastian is highly promiscuous, often verging on hypersexual proportions, and is a heavy alcoholic. Sebastian is a heavy alcoholic, and often uses his position as a secret agent to have sex.